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A rational approach might be to simplify your problem. This is a game, so most of the time there is no need for 100% accurate physics. Instead of tracking every single component that makes your ship, you can instead prepare several damaged ship models and swap then on the fly as it gets more and more damage. When you swap the models, you could spawn some ...


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Check broad-phase collision detection. Example link That would reduce the collision detection cost. Then figure out WHAT causes your performance drop. Virtual method calls themselves are not that expensive - 1000 of them in a frame will definitely NOT cause a slideshow. Perhaps the message system is slow? The message creation copies data by value? etc etc. ...


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I'd like to point you to the work of J. van de Berg et al. on Optimal Reciprocal Collision Avoidance. http://gamma.cs.unc.edu/ORCA/ In their paper, they provide the mathematics and algorithm outline on how to solve the problem you state in an optimal way using randomized linear programming. Best of luck :).


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I don't think there's an efficient way of solving the problem exactly, but here's how I'd try to tackle it. First, I'd use bounding volumes around each object, instead of the objects themselves. Each object can be approximated by the union of more than one bounding volume, though. The simplest solution would be to compute a single bounding volume that ...


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If you want to just have one GameObject for your character, you cannot add multiple Colliders of the same type to your GameObject and still have the ability to access all of them in your scripts (only the first in order of components would be accessible). However, you CAN add multiple Colliders of DIFFERENT types while still maintaining accessibility. In ...


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I've been thinking about this problem for a long time and looked at some of the answers here and on other forums. I came up with the following idea: Suppose the circle has radius R. When looking at cases where the circle collides with the AABB , the center of the circle has to fall within a certain area around the AABB. The extreme cases are when the center ...



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